Class pgPortalKillVolume extends Volume;

simulated function Touch( Actor Other )
{
	if( pgPortalProjectile(Other)!=None || pgPortalDecal(Other)!=None )
		Other.Destroy();
	else if( Level.NetMode!=NM_Client && Pawn(Other)!=None && Pawn(Other).Health>0 )
		KillPortals(Pawn(Other));
}
final function KillPortals( Pawn P )
{
	local pgPortalGun G;
	local pgPortalProjectile Proj;

	G = pgPortalGun(P.FindInventoryType(Class'pgPortalGun'));
	if( G!=None )
	{
		foreach DynamicActors(Class'pgPortalProjectile',Proj)
			if( Proj.WeaponOwner==G )
				Proj.Destroy();
		G.KillPortals(true);
	}
}
